The vast majority of the code in this patch set was generated using artificial intelligence technology, so I currently have no intention of merging it upstream.
Train Uncoupling
This feature originally came from YPS Patch. I enhanced its functionality on top of it, including support for choosing a station for coupling, and for using a specified schedule after uncoupling. It also makes it legal for a locomotive to be in the middle of a train; in vanilla OpenTTD, locomotives can only be at the front of a train. A setting can be enabled to allow trains from different companies to couple with each other.
Modular Airports
Ported from the Multitile Airport Patch. I mainly just did some porting to the new version, removed the NewGRF-unfriendly feature that restricts aircraft by airport type, and didn't add much extra functionality.
Custom Nameable Reusable Schedules
Players can now create a nameable schedule, just like a normal vehicle's schedule. A vehicle can choose to execute a specified schedule from its own schedule; after execution, it will jump back to the vehicle's original schedule and continue. It can also choose to execute a specified schedule after uncoupling.
Vehicle Transport
The original implementation of vehicle transport came from the road-veh-transport patch, and pxp made some modifications and optimizations to it. Now, certain types of trains, aircraft, and ships can transport cars, and trains can be transported by ships, meaning that features such as ferries can now be implemented in the game.
This version is open source on GitHub: https://github.com/pulsexlb/OpenTTD-patches
And I wrote documentation for it: https://pulsexlb.github.io/OpenTTD-patches/
---
Side note: When I first released this in August, it sparked some controversy and discussion on Discord. As for whether to use AI, I fully understand and respect the OpenTTD official developers' decision to reject AI code from entering the OpenTTD main branch; this helps the core developers understand and master the code and promotes long-term development. However, this patch set will be developed using AI, because I don't have time to read, understand, and maintain OpenTTD's millions of lines of code. For this reason, I currently have no intention of merging it upstream. At the same time, for this project, PRs are welcome whether they are developed manually or with AI, and I will also regularly look at other interesting patches and merge them in.



